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snikegear

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  1. I made 2 mod more than a year ago that help keep all factions active: FO 4-FA (Four Factions Alive) for Institute-Minuteman-RR - BoS https://www.nexusmods.com/fallout4/mods/22381 * in the same mod donwload page you can find one aditional file for keep all FarHarbor Factions alive too. FO 4-ANWGA (All Nuka World Gangs Alive) for All NukaWorld Factions https://www.nexusmods.com/fallout4/mods/27028 Personally I have played more than 3 times the complete game without major problems, the majority of people who report problems is because they tend to install more than one different mod that alters those same factions or settlements. The only thing I can do about it to ensure that the mod works properly is that they actually leave my mods at the bottom of the list so that the modifications made to the game prevail over others made by other mod that could trigger conflicts.
  2. 1) Seeing the implementation that you did and showed on another page of the forum, I think that this part of controlling the player and you have done it, allowed me to try it and it works. I had fun watching my character go from Sanctuary to DiamondCity. 2) To control any npc I would use the Collection Alias, I have one that works more or less that way, in my case they are npcs that are created by spending a certain time in the game. I add them to the collection through a Stage using the example of: https://www.creationkit.com/fallout4/index.php?title=PlaceActorAtMe_-_ObjectReference. Steps Example: Stage 10 (create new npcs using in base actors) In the properties of this Stage I add the npcs that I will need, in this case they are fixed referenced to an ActorBase. Then I use: RefCollectionAliasX.AddRef (xMarker.PlaceActorAtMe (BaseActorX1, 4)) RefCollectionAliasX.AddRef (xMarker.PlaceActorAtMe (BaseActorX2, 4)) wait ... You know that, let's do an example mod and in the week I'll pass it on, so it will be easier. Maybe you can avoid the part of the scene by adding the package directly to the collection, let me do tests.
  3. Keeping the code clean is not always doing everything in a script, if you do not get the most out of each functionality. You can do it by code, forcing the npc to delete their original packages and then after finishing them to assign them again, but it is cleaner and correct to use the aliases and the scenes. If you look at the quest of bethesda you will notice that they handle a lot the scenes for that type of manipulation of the npc. Now to use several aliases everything depends on the use you are going to give it, there is Alias and Collection Alias, you can create a collection Alias that starts empty and by means of a script fill it with the npc reference. The collection alias is an array and by means of code you can add or delete references, the info: https://www.creationkit.com/fallout4/index.php?title=RefCollectionAlias_Script In the way the Creation Engine script works, it is safer and more functional to do those actions through scenes. If you do it by code sometimes it will work and in many others it will only ignore the instruction because it has another AI quest that has higher priority (Packages). The Alias, Reference Alias, Collection Alias, can be used to store any reference not only actors, and adjusting them correctly in their configuration you can make an Alias not linked to a fixed reference all the time, that if you can change it in the script. The important thing is that you add a blank alias, in the options you mark it as optional and it can be reused, that is at the top of the alias configuration page. By doing that the quest can start without error even if the alias is empty and already by means of code you can assign it to an actor, object, etc.
  4. I believe that what you should do in the Quest is to add the npc as an alias and create a new package in the same alias properties page. This package must have the action of travel to ref, and the condition that says must complete. Additionally you can use that package in a scene and condition that only the packages of the scene are executed, it is one of the options in the page of scenes, this cancels any other active package of the npc. Just remember to call the function of evaluatepackages at the beginning and end when you release the alias so that it returns to its original packages. Sorry if I'm not very clear, I speak Spanish.
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